Abilities Guide Kingdom Hearts
This is our Abilities Guide page for Kingdom Hearts 1.5 Final Mix. We’ve included tables for the levels each of the main characters obtains abilities in-game.
Here you’ll also find descriptions and breakdowns of what each ability does. Along with the unlock conditions for all the shared and special abilities in the game.
Sora’s Level Up and Ability Chart
In the opening of the game, you’ll have a choice between three weapons, the Sword, Shield, or Staff. Your choice here determines Sora’s ability schedule as he levels up. This is shown in the table below.
Generally, the Sheild results in the safest playthrough, given the defensive abilities you’ll acquire early in the game. The Staff allows for Sora to have the most possible MP at the end of the game, meaning that choosing the Staff is the only way to maximize Sora’s magic damage potential.
Level: | Stat Increase: | Sword: | Shield: | Staff: |
---|---|---|---|---|
2 | Strength | |||
3 | Defence | |||
4 | Strength | |||
5 | Defence | |||
6 | HP | Sliding Dash | Slapshot | Stun Impact |
7 | Strength | |||
8 | HP | |||
9 | Defence | Scan | Berserk | Treasure Magnet |
10 | HP | |||
11 | AP | |||
12 | MP | Slapshot | Tech Boost | Ripple Drive |
13 | Strength | |||
14 | HP | |||
15 | Defence | Counterattack | Guard | Scan |
16 | HP | |||
17 | AP | |||
18 | Item Slot | Tech Boost | Stun Impact | Hurricane Blast |
19 | Strength | |||
20 | AP | |||
21 | Defence | Combo Plus | Scan | MP Haste |
22 | HP | |||
23 | AP | |||
24 | MP | Guard | Lucky Strike | Air Combo Plus |
25 | Strength | |||
26 | HP | |||
27 | Defence | Hurricane Blast | Leaf Bracer | Tech Boost |
28 | HP | |||
29 | AP | |||
30 | Item Slot | Treasure Magnet | ||
31 | Strength | |||
32 | AP | |||
33 | Defence | Blitz | Guard | |
34 | HP | |||
35 | AP | |||
36 | MP | Treasure Magnet | Second Chance | Aerial Sweep |
37 | Strength | |||
38 | HP | |||
39 | Defence | Ripple Drive | Sliding Dash | Leaf Bracer |
40 | HP | |||
41 | AP | |||
42 | Item Slot | Jackpot | MP Rage | |
43 | Strength | |||
44 | AP | |||
45 | Defence | MP Haste | Counterattack | Air Combo Plus |
46 | HP | |||
47 | AP | |||
48 | MP | Second Chance | Critical Plus | Lucky Strike |
49 | Strength | |||
50 | HP | Combo Master | ||
51 | Defence | Stun Impact | Hurricane Blast | Sliding Dash |
52 | HP | |||
53 | AP | |||
54 | HP | Accessory Slot | ||
55 | Strength | Combo Master | Combo Master | |
56 | AP | |||
57 | Defence | Vortex | Treasure Magnet | Counterattack |
58 | HP | |||
59 | AP | |||
60 | MP | Aerial Sweep | Blitz | Berserk |
61 | Strength | |||
62 | HP | |||
63 | Defence | MP Rage | Combo Plus | Jackpot |
64 | HP | |||
65 | AP | |||
66 | HP | Combo Plus | MP Up | |
67 | Strength | |||
68 | AP | |||
69 | Defence | Leaf Bracer | Ripple Drive | Slapshot |
70 | HP | |||
71 | AP | |||
72 | HP | Air Combo Plus | MP Haste | Treasure Magnet |
73 | Strength | |||
74 | HP | |||
75 | Defence | Treasure Magnet | Critical Plus | MP Rage |
76 | AP | |||
77 | Strength | |||
78 | Defence | Berserk | Vortex | Blitz |
79 | AP | |||
80 | Strength | |||
81 | Defence | Tech Boost | Tech Boost | Tech Boost |
82 | Strength | |||
83 | Defence | |||
84 | Strength | Critical Plus | Aerial Sweep | Vortex |
85 | Defence | |||
86 | AP | |||
87 | Strength | MP Rage | Combo Plus | Combo Plus |
88 | Defence | |||
89 | AP | |||
90 | Strength | Lucky Strike | MP Rage | Second Chance |
91 | Defence | |||
92 | AP | |||
93 | Strength | Combo Plus | Air Combo Plus | Combo Plus |
94 | Defence | |||
95 | AP | |||
96 | Strength | Air Combo Plus | Combo Plus | Critical Plus |
97 | Defence | |||
98 | AP | |||
99 | Strength | Critical Plus | Air Combo Plus | Combo Plus |
100 | Defence | Jackpot | MP Rage | Critical Plus |
Donald’s Level Up and Ability Chart
You first obtain Donald as a party member in Traverse Town when facing off against the Guard Armor. He will usually be a level or two behind Sora for most of the game. Most of Donald’s abilities will center around his Magic regeneration and Survivability.
Level: | Abilities: |
---|---|
9 | Berserk |
14 | MP Haste |
19 | MP Rage |
29 | Second Wind |
34 | Treasure Magnet, Leaf Bracer – (will learn second ability on next level up) |
39 | Treasure Magnet |
44 | Lucky Strike |
45 | Berserk |
49 | MP Rage |
54 | Jackpot |
59 | Second Chance |
Goofy’s Level Up and Ability Chart
You first obtain Goofy as a party member in Traverse Town when facing off against the Guard Armor. He will usually be a level or two ahead of Sora for most of the game. Most of Goofy’s abilities will center around supporting the team and dealing damage to enemies.
Level: | Abilities: |
---|---|
9 | Rocket |
12 | Jackpot |
15 | Charge |
18 | Treasure Magnet |
21 | Tornado |
24 | Lucky Strike |
30 | Evolution |
33 | Second Wind |
36 | Second Chance |
39 | MP Rage |
42 | MP Gift |
48 | MP Haste |
51 | Treasure Magnet |
57 | MP Rage |
Unlockable Abilities
Kingdom Hearts has a number of abilities that are unlocked at certain points in the game. Some of these are shared abilities like Glide and High-Jump. Others are special abilities rewarded for completing an event or challenge like a Coliseum Tournament or Boss Battle. Here you’ll find a list of all these abilities and how they are unlocked.
Some of these abilities are also unlocked via Level-up for Sora, Donald, and Goofy. Usually, this will mean that multiple levels of the ability are possible, combo plus is a great example. Each additional skill of this further extends Sora’s base attack combo by 1 strike.
Dodge Roll
Dodge Roll is unlocked after Defeating the Guard Armor in Traverse Town for the first time.
Combo Plus
Combo Plus is rewarded for completing the Phil Cup Solo.
Tech Boost
Tech Boost is awarded for completing the Phil Cup on Time Trial. You obtain a second copy from Pongo and Perdita for rescuing 90 of the Dalmatian Puppies.
Sonic Blade
Sonic Blade is awarded for defeating Cerberus in Olympus Coliseum. As you leave the Coliseum, you’ll trigger a scene with Cloud, afterward, he’ll award you with the Sonic Blade ability.
Encounter Plus
Encounter Plus is awarded by the Synthesis Moogles in Traverse Town. You’ll unlock this ability from them after you’ve successfully Synthesized 15 different items.
Strike Raid
Strike Raid is obtained as a reward for completing the Pegasus Cup in Olympus Coliseum.
Critical Plus
Critical Plus is the reward for completing the Hercules Cup Solo, with just Sora.
Gravity Break
Gravity Break is the ability awarded for completion of the Hercules Cup on Time Trial Mode.
High Jump
High Jump is found in a chest on Gepetto’s Ship after you’ve defeated the first Parasite Cage in Monstro.
Mermaid Kick
Mermaid Kick is obtained after defeating Ursula for the first time in Atlantica.
Ars Arcanum
Ars Arcanum is received after your fight with Captain Hook in Neverland.
Glide
Glide is obtained automatically after sealing the Keyhole in Neverland.
Ragnarok
Ragnarok is the reward for beating Riku, the second time, in Hollow Bastion.
Superglide
Superglide is an automatic upgrade to the original Glide ability and allows Sora to travel much faster while gliding. This is obtained after defeating Chernabog at the End of the World.
Trinity Limit
Trinity Limit is obtained as a reward for successfully completing the Hades Cup the first time.
Zantetsuken
Zantetsuken is received as a reward for beating the optional Superboss: Kurt Zisa in Agrabah.
Cheer
Sora obtains the Cheer ability by completing the Mini-Games in the 100 Acre Woods to a certain standard. Visit that page for more info. After reaching the appropriate scores in the games, you’ll need to speak to Owl outside of Pooh’s House to claim the ability.
Goofy obtains Cheer as a reward for defeating the Parasite Cage for the first time in Monstro.
Donald obtains Cheer after defeating Maleficient in Hollow Bastion.
Shared and Special Abilities
Kingdom Hearts has a number of abilities that are unlocked at certain points in the game. Some of these are shared abilities like Glide and High-Jump. Others are special abilities rewarded for completing an event or challenge like a Coliseum Tournament or Boss Battle. Here you’ll find a list of all these abilities and how they are unlocked.
Ability: | Unlock Conditions: |
---|---|
Dodge Roll | After Defeating the Guard Armor in Traverse Town for the first time. |
Combo Plus | Reward for completing the Phil Cup Solo. |
Tech Boost | Complete the Phil Cup on Time Trial. Another is awarded when you have rescued 90 Dalmation Puppies. |
Sonic Blade | Awarded by Cloud for defeating Cerberus in the Olympus Coliseum. |
Encounter Plus | Given by the Synthesis Moogles in Traverse Town for synthesizing 15 items. |
Strike Raid | Gained for completing the Pegasus Cup. |
Critical Plus | Awarded for completing the Hercules Cup Solo. |
Gravity Break | Awarded for completing the Hercules Cup on Time Trial. |
High Jump | In a chest on Geppetto’s Ship after the first encounter with the Parasite Cage. |
Mermaid Kick | Awarded after defeating Ursula for the first time in Atlantica. |
Ars Arcanum | Awarded after defeating Captain Hook in Neverland. |
Glide | Awarded for sealing the Keyhole in Neverland. |
Ragnarok | Awarded after defeating Riku for the second time in Hollow Bastion. |
Superglide | Awarded for defeating Chernabog at The End Of The World. |
Trinity Limit | Awarded for completing the Hades Cup. |
Zantetsuken | Recieved for defeating the Optional Boss: Kurt Zisa. |
Cheer | Sora – Complete the 100 Acre Woods Mini-games Cheer Goals. Then speak to Owl at Pooh’s House. Goofy – Defeat Parasite Cage for the first time in Monstro. Donald – Defeat Maleficient in Hollow Bastion. |
Ability Information and Breakdown
Below is a breakdown of the in-game descriptions for each ability in Kingdom Hearts 1.5 Final Mix, along with any important information to note about each ability.
Aerial Sweep
Leap at an airborne enemy and strike a mighty blow.
Aerial Sweep costs 2 AP to equip and allows Sora to attack flying enemies directly above him with a spinning jump attack.
Sora will learn Aerial Sweep at the following levels:
- Dream Sword: Level 60
- Dream Rod: Level 36
- Dream Shield: Level 84
Air Combo Plus
Extend your aerial combo attack by one strike, equip more to boost the effect.
Air Combo Plus costs 1 AP to equip and allows much easier use of other aerial attacks, since your combo is now longer, making aerial finishers easier to activate.
Sora will learn Air Combo Plus at the following levels:
- Dream Sword: Levels 72 and 96
- Dream Rod: Levels 24 and 45
- Dream Shield: Levels 93 and 99
Ars Arcanum
A formidable attack. After a combo, select a follow up attack again for a double combo.
Ars Arcanum allows Sora to quickly unleash 13 strikes with his Keyblade. It allows a total of 5 additional strikes with the “Bash” command, the first 13 strikes make Sora invincible while performing them. It costs 4 AP to equip and 3 MP to cast in battle.
This ability is obtained after the battle in Neverland with Captain Hook.
Berserk
Boosts attack power when HP is critically low. Combine with a weapon skill for more power.
Berserk costs 1 AP to equip and boosts Sora’s attack power when his HP is low.
Sora will learn Berserk at the following levels:
- Dream Sword: Level 78
- Dream Rod: Level 60
- Dream Shield: Level 9
Blitz
Strike enemies ahead of you with a powerful finishing combo.
Blitz costs 3 AP for Sora to equip and provides him with a combo finisher that looks like a leaping strike with the Keyblade.
Sora will learn Blitz at the following levels:
- Dream Sword: Level 33
- Dream Rod: Level 78
- Dream Shield: Level 60
Charge
Charge and knock out an enemy with a shield.
Goofy is the only character to learn the Charge ability. It costs 2 AP to equip and 1 MP for him to use in battle.
Goofy learns Charge at level 15.
Cheer
Increases the summons’ MP gauge, giving them more time and attacks per battle. Equip to entire party to boost the effect.
Cheer is learned by Sora after reaching high scores in the mini-games in the 100 Acre Wood. These include:
- Score greater than 100 in Pooh’s Hunny Hunt in the Honey Tree
- Score greater than 150 in Blocking Tigger in Rabbit’s Farm
- Score greater than 40 Yards in Pooh Swing
- Score less than 30 seconds in Tigger’s Giant Pot
- Clearing Pooh’s Muddy Path in less than 5:00 mins
After completing these scores, you’ll need to speak to Owl outside Pooh Bear’s House to obtain the Cheer skill.
Donald will learn Cheer by defeating Maleficent in Hollow Bastion.
Goofy learns Cheer by defeating the Parasite Cage, the first time, in Monstro.
Combo Master
Deliver combo attacks even if attacks do not land.
Combo Master allows Sora to continue with a combo even if one of the attacks misses its target, it costs 3AP to equip the ability.
Sora will learn Combo Master at the following levels:
- Dream Sword: Level 50
- Dream Rod: Level 55
- Dream Shield: Level 55
Combo Plus
Extends ground combo attack by one strike. Equip more to extend it further.
Combo Plus costs 1AP to equip and allows Sora to extend his ground combo by an extra strike for every additional time this ability is equipped.
Sora will learn Combo Plus at the following levels:
- Dream Sword: Levels 21, 66, and 93
- Dream Rod: Levels 87, 93, and 99
- Dream Shield: Levels 63, 87, and 96
Counterattack
Strike back after parrying an enemy blow. Successful counterattacks restore MP.
Counterattack can be equipped for 2 AP. It allows Sora to attack again, immediately after having an attack deflected. A successful counterattack is always a critical hit as well, it will also restore some of Sora’s MP.
Sora will learn Counterattack at the following levels:
- Dream Sword: Level 15
- Dream Rod: Level 57
- Dream Shield: Level 45
Critical Plus
Increases odds of dealing critical damage. Equip more to boost effect.
Critical Plus costs 2 AP to equip and boosts the chance of inflicting a critical hit with any given Keyblade. The boost in chance is represented as 1+n where n= the number of Critical Plus skills equipped. This is then applied against the base critical chance of your Keyblade.
Sora will learn Critical Plus at the following levels:
- Dream Sword: Levels 84 and 99
- Dream Rod: Levels 96 and 100
- Dream Shield: Levels 48 and 75
Dodge Roll
Dive and roll to evade an attack.
Dodge Roll costs 1 AP to equip and makes Sora invincible for a short period while performing the roll. It is learned automatically after defeating the Guard Armor during your first visit to Traverse Town.
Encounter Plus
Increases odds of encountering enemies in the field.
Encounter Plus costs 1 AP to equip and increases the spawn rate of Heartless. What this actually means, is that Heartless in an area will now respawn if you leave the area and re-enter, instead of needing to go two screens away. This ability does not apply to the Unique Heartless added in the Final Mix, such as Chimera and Jet Balloon for example.
Encounter Plus is obtained from the Synthesis Moogles after completing 15 unique recipes.
Evolution
Give up MP to give 30 HP to the entire party.
Evolution is an ability learned by Goofy at level 30. It costs 3 AP to equip and allows him to heal 30 HP to the entire party at the cost of 3 MP.
EXP Zero
Entire party gains no EXP.
Exp Zero is an ability offered to Sora if you choose Proud Mode as the difficulty at the start of your journey in Kingdom Hearts 1.5 Final Mix. It reduces the experience earned by the party to 0. This allows you to complete a playthrough of the game while never gaining any levels.
Glide
While in the air, press the jump button to ride the air current. Hold down the button to remain aloft.
Sora learns the Glide ability after sealing the Keyhole in Neverland. It has no AP cost to equip and can be used to reach areas and items, that were previously out of reach. It is also a valuable evasive ability.
Gravity Break
Has a 30% chance of casting a minor Gravity spell.
Gravity Break costs 2 AP for Sora to equip and allows him to perform a special Gravity-based combo finisher, 30% of the time. It is always a critical hit when performed, its damage is equal to (40 + Sora’s Strength Attribute Value)% of the enemies HP gauge. Unlike the spell: Gravity, it is not based on MP value.
Sora learns Gravity Break after completing the Hercules Cup on Time Trial.
Guard
Guard against an enemy attack.
Guard costs 2 AP for Sora to equip and allows him, with proper timing, to block attacks aimed at him and even reflect some projectiles. Successfully blocking an attack will allow Sora to follow up with a Counterattack, if you also have that skill equipped. Counterattacks are guaranteed Critical Hits.
Sora will learn Guard at the following levels:
- Dream Sword: Level 24
- Dream Rod: Level 33
- Dream Shield: Level 15
High Jump
Powers up your jump, allowing you to reach higher places.
High Jump automatically replaces Sora’s regular Jump when it is acquired. You’ll find it in a chest on Geppeto’s Ship after defeating the Parasite Cage enemy for the first time.
Hurricane Blast
From an aerial combo, unleash an extremely powerful finishing combo attack to the enemy below.
Hurricane Blast costs 2 AP for Sora to equip and is a finishing move for his Air Combo, it will activate when Sora’s target is lower than him in the air.
Sora will learn Hurricane Blast at the following levels:
- Dream Sword: Level 27
- Dream Rod: Level 18
- Dream Shield: Level 51
Jackpot
Receive more munny and HP/MP balls in battle. Equip to entire party to boost effect.
Jackpot costs 2 AP for Sora and the party to equip. Its effect is boosted for each additional party member with the ability equipped as well.
Sora will learn Jackpot at the following levels:
- Dream Sword: Level 63
- Dream Rod: Level 54
- Dream Shield: Level 24
Leaf Bracer
Stop enemies from interrupting the casting of Cure ability.
Leaf Bracer prevents your “Cure” magic from being able to be interrupted and costs 5 AP to equip.
Sora will learn Leaf Bracer at the following levels:
- Dream Sword: Level 69
- Dream Rod: Level 39
- Dream Shield: Level 27
Lucky Strike
Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect.
Lucky Strike boosts the drop rate of enemies items by 50%, for a total effect, if all three are equipped of an additional 150%. The math works out to be: Drop Rate = 1 + 0.5n, where ‘n’ is the number of Lucky Strike abilities equipped for the party.
Sora will learn Lucky Strike at the following levels:
- Dream Sword: Level 90
- Dream Rod: Level 48
- Dream Shield: Level 24
Mermaid Kick
Swim faster and more powerfully in Atlantica.
Mermaid Kick is a powerful upgrade for your swimming ability. It is gained in Atlantica after beating Ursual for the first time. It allows you access to areas blocked by strong currents in Atlantica.
MP Gift
Give up MP to give 3 MP to a friend.
Goofy learns MP Gift at level 43. It allows him to sacrifice 2 MP to give another party member 3 MP, effectively making him an excellent MP battery for the party. The ability costs 3 AP to equip.
MP Haste
Boosts MP recovery rate in battle, allowing more spellcasting.
MP Haste costs 3 AP to equip and boosts the rate at which characters regain their MP when attacking enemies.
Sora will learn MP Haste at the following levels:
- Dream Sword: Level 45
- Dream Rod: Level 21
- Dream Shield: Level 72
MP Rage
Recover MP whenever you’re hit in battle. Heavier damage restores more MP. Equip more to boost effect.
MP Rage costs 3 AP to equip and allows the user to recover MP in battle whenever they take damage.
Sora will learn MP Rage at the following levels:
- Dream Sword: Levels 63, and 87.
- Dream Rod: Levels 42, and 75.
- Dream Shield: Levels 90, and 100.
Ragnarok
After aerial combo, select follow-up attack at the right time to unleash Ragnarok.
Ragnarok is learned by Sora after your second battle with Riku in Hollow Bastion. This ability causes Sora to launch a 5-hit aerial combo followed by additional reaction commands that allow Sora to charge and release a large number of energy orbs from the end of the Keyblade. These orbs will automatically lock on and seek out their targets. This ability is particularly useful in defeating the Special Heartless “Pink Agaricus”.
Ripple Drive
Unleash a powerful finishing combo attack upon surrounding enemies. Attack power is relative to max MP value.
Ripple Drive costs 3 AP to equip and allows Sora to unleash a combo finisher when he is surrounded by multiple enemies. It deals damage relative to Sora’s Max MP, so scales well with a magic-focused build and Keyblade.
Sora will learn Ripple Drive at the following levels:
- Dream Sword: Level 39
- Dream Rod: Level 12
- Dream Shield: Level 69
Rocket
Leap at an airborne enemy and attack with a shield.
Goofy learns Rocket at level 9, it costs 1 AP to equip and 1 MP for him to cast. It is most useful for attacking either high-up foes, such as the Trickmaster in Wonderland, or airborne foes.
Scan
View an enemy’s HP gauge during battle.
Scan costs 1 AP to equip and allows Sora to view the enemy’s HP bar while in battle.
Sora will learn Scan at the following levels:
- Dream Sword: Level 9
- Dream Rod: Level 15
- Dream Shield: Level 21
Second Chance
Keep 1 HP even after taking a critical hit.
Second Chance costs 5 AP to equip and is almost a necessity for versing some of the hardest bosses of the game. It allows Sora to withstand any hit that would normally reduce his HP to zero, as long as Sora’s HP is 2 or higher, to begin with.
Sora will learn Second Chance at the following levels:
- Dream Sword: Level 48
- Dream Rod: Level 90
- Dream Shield: Level 36
Second Wind
Recover from KO status quickly with HP fully restored.
Second Wind costs 3 AP to equip and allows your allies to heal faster from being knocked out. It also means that when they do recover they are restored to full HP.
Slapshot
Rapidly strike enemies ahead of you. Occasionally deals critical damage.
Slapshot costs 1 AP to equip and allows Sora to perform an uppercut to begin his combo instead of his standard thrust.
Sora will learn Slapshot at the following levels:
- Dream Sword: Level 12
- Dream Rod: Level 69
- Dream Shield: Level 6
Sliding Dash
Rush and strike a distant enemy.
Sliding Dash costs 1 AP to equip and allows Sora to reach foes that are typically just out of reach of his regular strikes by dashing forward.
Sora will learn Sliding Dash at the following levels:
- Dream Sword: Level 6
- Dream Rod: Level 51
- Dream Shield: Level 39
Sonic Blade
Slash an enemy while rushing past. Select follow-up attack at right time for a combo.
Sonic Blade allows Sora to perform a series of rapid thrusting attacks. You can perform more by following the action commands. It costs 3 AP to equip and 2 MP to cast during battle. Sora learns Strike Raid by completing the Pegasus Cup for the first time at the Olympus Coliseum.
Strike Raid
Hurl the keyblade at an enemy. Select follow-up attack at right time for a combo.
Strike Raid costs 3 AP to equip and 2 MP to use in battle. It allows Sora to toss his Keyblade up to 5 times at an enemy by using reaction commands. Sora is invulnerable while performing the attack.
Stun Impact
Has a 30% chance of unleashing a finishing combo attack that renders surrounding enemies unconscious.
Stun Impact costs 2 AP to equip and is a finishing move for Sora’s ground combo. It has a 30% chance of activating and stuns any foes caught in the blast.
Sora will learn Stun Impact at the following levels:
- Dream Sword: Level 51
- Dream Rod: Level 6
- Dream Shield: Level 18
Superglide
While in the air gain the ability to glide at higher speeds.
Superglide is a direct upgrade to the Glide ability and allows for gliding at much higher speeds. Sora obtains the ability after defeating Chernabog at the End of the World.
Tech Boost
Increases Tech Points obtained by parrying enemy attacks. Equip more to boost effect.
Tech Boost is an ability that costs 2 AP to equip and increases the Exp earned from parrying enemy attacks.
Sora will learn Tech Boost at the following levels:
- Dream Sword: Level 18
- Dream Rod: Level 27
- Dream Shield: Level 12
Tornado
Whirl after an enemy, using a shield to attack.
Tornado costs 2 AP for Goofy to equip and 1 MP to cast in battle. This allows Goofy to chase down enemies while spinning, delivering multiple hits with his Shield. It is learned at level 21.
Treasure Magnet
Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away.
Treasure Magnet costs 2 AP to equip and allows Sora to pick up items automatically by moving near them. The area of effect can be increased if you equip more than 1 of the ability.
Sora will learn Treasure Magnet at the following levels:
- Dream Sword: Levels 36 and 75
- Dream Rod: Levels 9 and 72
- Dream Shield: Levels 30 and 57
Trinity Limit
Channel the party’s remaining MP to crush surrounding foes. Minimum 3 MP.
Trinity Limit costs 1 AP to equip and uses all of the party’s MP to cast. It is learned by Sora after completing the Hades cup for the first time.
Vortex
Close the distance to nearby enemies with this powerful spinning attack.
Vortex costs 1 AP to equip and allows Sora to close distance to nearby enemies with a spinning attack.
Sora will learn Vortex at the following levels:
- Dream Sword: Level 57
- Dream Rod: Level 84
- Dream Shield: Level 78
Zantetsuken
Has a 30% chance of unleashing a finishing combo attack that can destroy a weaker enemy.
Zantetsuken costs 2 AP to equip, it is acquired after defeating the Optional Super Boss: Kurt Zisa in Agrabah.
Ability Descriptions
This table contains a list of all the abilities available in Kingdom Hearts 1.5 Final Mix along with the in-game description of what each does.
Ability: | Description: |
---|---|
Aerial Sweep | Leap at an airborne enemy and strike a mighty blow. |
Air Combo Plus | Extend your aerial combo attack by one strike, equip more to boost the effect. |
Ars Arcanum | A formidable attack. After a combo, select a follow up attack again for a double combo. |
Berserk | Boosts attack power when HP is critically low. Combine with a weapon skill for more power. |
Blitz | Strike enemies ahead of you with a powerful finishing combo. |
Charge | Charge and knock out an enemy with shield. |
Cheer | Increases the summons’ MP gauge, giving them more time and attacks per battle. Equip to entire party to boost effect. |
Combo Master | Deliver combo attacks even if attacks do not land. |
Combo Plus | Extends ground combo attack by one strike. Equip more to extend it further. |
Counterattack | Strike back after parrying an enemy blow. Successful counterattacks restore MP. |
Critical Plus | Increases odds of dealing critical damage. Equip more to boost effect. |
Dodge Roll | Dive and roll to evade an attack. |
Encounter Plus | Increases odds of encountering enemies in the field. |
Evolution | Give up MP to give 30 HP to entire party. |
EXP Zero | Entire party gains no EXP. |
Glide | While in the air, press the jump button to ride the air current. Hold down the button to remain aloft. |
Gravity Break | Has a 30% chance of casting a minor Gravity spell. |
Guard | Guard against an enemy attack. |
High Jump | Powers up your jump, allowing you to reach higher places. |
Hurricane Blast | From an aerial combo, unleash an extremely powerful finishing combo attack to the enemy below. |
Jackpot | Receive more munny and HP/MP balls in battle. Equip to entire party to boost effect. |
Leaf Bracer | Stop enemies from interupting the casting of Cure ability. |
Lucky Strike | Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect. |
Mermaid Kick | Swim faster and more powerfully in Atlantica. |
MP Gift | Give up MP to give 3 MP to a friend. |
MP Haste | Boosts MP recovery rate in battle, allowing more spellcasting. |
MP Rage | Recover MP whenever you’re hit in battle. Heavier damage restores more MP. Equip more to boost effect. |
Ragnarok | After aerial combo, select followup attack at right time to unleash Ragnarok. |
Ripple Drive | Unleash a powerful finishing combo attack upon surrounding enemies. Attack power is relative to max MP value. |
Rocket | Leap at an airborne enemy and attack with a shield. |
Scan | View an enemy’s HP gauge during battle. |
Second Chance | Keep 1 HP even after taking a critical hit. |
Second Wind | Recover from KO status quickly with HP fully restored. |
Slapshot | Rapidly strike enemies ahead of you. Occasionally deals critical damage. |
Sliding Dash | Rush and strike a distant enemy. |
Sonic Blade | Slash an enemy while rushing past. Select followup attack at right time for a combo. |
Strike Raid | Hurl the keyblade at an enemy. Select followup attack at right time for a combo. |
Stun Impact | Has a 30% chance of unleashing a finishing combo attack that renders surrounding enemies unconscious. |
Superglide | While in the air gain the ability to glide at higher speeds. |
Tech Boost | Increases Tech Points obtained by parrying enemy attacks. Equip more to boost effect. |
Tornado | Whirl after an enemy, using shield to attack. |
Treasure Magnet | Attract nearby HP/MP balls, munny, and items. Equip two to attract them from even further away. |
Trinity Limit | Channel the party’s remaining MP to crush surrounding foes. Minimum 3 MP. |
Vortex | Close the distance to nearby enemies with this powerful spinning attack. |
Zantetsuken | Has a 30% chance of unleashing a finishing combo attack that can destroy a weaker enemy. |
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